This is stars and forks stats for /gkjohnson/threejs-sandbox repository. As of 28 Apr, 2024 this repository has 592 stars and 88 forks.
threejs-sandbox Set of experiments and extensions to THREE.js. These pages are a sandbox of examples and not necessarily ready to include in projects and may require some work to properly and performantly integrate. If any classes are used in a project or application credit is appreciated (though not required) and let me know! I love seeing my work used in practice. Potential Projects Deferred Renderer TRAA, non float buffer on volume-lights (see playdead implementation, article by Alex Tardif) https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/ use GLSL syntax parser for debugger VXGI Subsurface Scattering SSDO Stochastic transparency Glossly refraction post effect (based on overlap, depth?) Glint shader (https://twitter.com/xavierchermain/status/1305443303819800579) Immediate-mode style global (or imported) tool that lets you draw debug widgets easily Bent normals generator https://twitter.com/FewesW/status/1342595321948499971 https://twitter.com/FewesW/status/1162362788003614721 Screen space shadows https://panoskarabelas.com/posts/screen_space_shadows/ Provide helper for depth peeling renders Based on translucent material demo. Gem shader https://github.com/Sorumi/UnityRayTracingGem http://sorumi.xyz/posts/unity-ray-tracing-gem-shader/ Texture atlaser for mesh optimization Screen Space Global Illumination Triangle draw order reorganizer for transparency / overdraw http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.83.572&rep=rep1&type=pdf Temporal volume lights but with per-fragment jitter Next Half Edge data structure GPU particles Curl noise https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-curlnoise.pdf http://petewerner.blogspot.com/2015/02/intro-to-curl-noise.html
threejs-sandbox Set of experiments and extensions to THREE.js. These pages are a sandbox of examples and not necessarily ready to include in projects and may require some work to properly and performantly integrate. If any classes are used in a project or application credit is appreciated (though not required) and let me know! I love seeing my work used in practice. Potential Projects Deferred Renderer TRAA, non float buffer on volume-lights (see playdead implementation, article by Alex Tardif) https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/ use GLSL syntax parser for debugger VXGI Subsurface Scattering SSDO Stochastic transparency Glossly refraction post effect (based on overlap, depth?) Glint shader (https://twitter.com/xavierchermain/status/1305443303819800579) Immediate-mode style global (or imported) tool that lets you draw debug widgets easily Bent normals generator https://twitter.com/FewesW/status/1342595321948499971 https://twitter.com/FewesW/status/1162362788003614721 Screen space shadows https://panoskarabelas.com/posts/screen_space_shadows/ Provide helper for depth peeling renders Based on translucent material demo. Gem shader https://github.com/Sorumi/UnityRayTracingGem http://sorumi.xyz/posts/unity-ray-tracing-gem-shader/ Texture atlaser for mesh optimization Screen Space Global Illumination Triangle draw order reorganizer for transparency / overdraw http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.83.572&rep=rep1&type=pdf Temporal volume lights but with per-fragment jitter Next Half Edge data structure GPU particles Curl noise https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-curlnoise.pdf http://petewerner.blogspot.com/2015/02/intro-to-curl-noise.html
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